Sam please answer my one question. Wherever I go about any Game Dev video I find your comment there. Isnt that a coincidence or you watch videos of every game developer. Answer me Sam. How ?
A great way to sell the impact of a punch is to add a pause frame at the impact, the stronger the hit, the longer you keep the pause. Games like "Monster Hunter" do that all the time and it really makes you feel powerful
Kitula Abdul Kitula you can do either way, when you add the pause frames, it’ll feel more like your fist is stuck on the opponent’s face for a split second before rapidly moving past their face (it’s like you just take sole frames out of the animation) while moving in slow motion will lay more of an emphasis on the motion of the punch including the wind-up and follow through. I’ve seen both used effectively, so it’s up to personal preference I suppose 😀
I was gonna suggest some camera shake and my mans was way ahead of me, also, this episode has %50 more pup and i'm here for that. Some sweat/blood particle sprays would be pretty sweet, juice this bad boy up! (Thanks for the vid man, you dev logs inspire the crap out of me to actually do work on my project)
Amazing progress on the game! Looks like all you need are damage indicators and multiplayer capacity, and you already have a working version. Keep it up!
I love seeing the progress but I especially love your enthusiasm! It's very inspiring. I'm brand new to game dev and I get easily overwhelmed and discouraged. Watching your videos motivates me to keep going!
For super hard punches, to make it feel like they have even more impact you need to to have the game pause on a frame where the punch is hitting the opponent. An example would like what they sometimes do in anime or smash bros.
As someone that is literally at step 1 of my own personal journey into game development, I love seeing this process and your thought progression through it all.
The progress you've made has been awesome! Btw, I love the way you incorporate your lifestyle into these devlogs! I hope to try do the same for the devlogs on my channel.
Holy progress, the camera shake and animations makes the punch seem powerful and it looks super satisfying. And I agree with you about the IK system, having a few misses will make the impacts feel so much more rewarding. Good work!
Don't know how this is all gonna end but what I can say is that it feels really pleasant how much you are polishing certain aspects that in the end will make this game have a remarkable game feel. Really nice job you're doing there.
thanks to you Pontypants this series motivate me to become a game developer too. although i dont have any idea about how it works still im trying to study it myself
I really like the screen shake, camera lag, and how the boxer is reacting to being hit! Maybe you could test out how hit pauses for heavy hits feels? Also I'm not sure how Unreal handles things, but I know I had to set up a separate script to update camera effects in Unity - all other scripts just give that one parameters to use.
GREAT!!! I WAS ABOUT TO TELL YOU TO ADD CAMERA WOBBLE TO INTENSIFY THE HITS... but later I saw that you did! You're a Genius man, keep up the good work!
That Camera lag info is exactly what i suddenly needed. Thank you kind sir. Now to watch the rest. Your skeleton physics are spot on and I would love to know how you got them so realistic. Excellent work and I look forward to seeing the final result.
@@PontypantsEnjoy loving your lady, that cute little furry creature and life in the meantime. Take care and greetings from South Africa. Your videos are excellent.
You really improved the game a lot!! Great work, as always :) EDIT: If you finally knock-out your opponent, you could set all muscles to zero, so your opponent kinda collapses!
Also you should add skills for your character to level up by fighting it will add a bit of randomness so the players fighting each other aren't the same strength and speed for example
Just a suggestion, you could make some boxing gloves which you could customize or each pair of gloves could come with different perks or upgrades? anyway, really enjoy your vids Keep it up :D
You are an amazing and awesome person, with great ideas! I love all your work and you keep me motivated to pursue my dream of becoming a game developer. You are great, in case I forgot to tell you already!
Simon Stalenhag definitely is deserving of the semi shout out in this video. If you want to check out more of his work, see his books, 'Tales from the loop', and my favorite 'The Electric State', upon others.
Man the level of hard work in this video just make me go yessssssss Please never give up you are the best TH-camr I have ever seen this level of good content like this.
I love the way the muscle relaxation turned out. I think you should add a second hidden variable which controls the rate at which the muscle strength returns. And have this variable very slowly return as well. That way, the boxers will take longer to recover from consecutive hits. This could also tie into the difference between body hits and headshots. body blows could mainly drain the secondary hidden variable, that way they don't do much direct damage, but make consequent hits harder to recover from. Punches to the head could mainly drain the primary variable (which is directly tied to the muscle strength). The exact way these two variable should interact is difficult because there are many options. The secondary could just affect how quickly the primary one recovers as I said earlier, but it could also make fits deplete the primary one more, or lower the maximum value of the primary variable. It could also have a direct effect itself like making animations slower, or punches swing wider. The best solution would probably be a combination of all of the above. I also feel like there should be one variable in the mix which doesn't replenish at all. Throwing a punch should also have a small impact on the secondary variable (which I suppose is stamina), that way punching away at an opponent until they fail to defend properly might actually be worse for you than for your opponent. I'm not sure if I mentioned this before, but it would be super awesome if some of the parameters involved in all of this would be the stats of the boxer. It would also be really cool to use IK for the legs. That was a lot of text again, sorry about that. Keep up the great work, I love seeing your progress and can't wait to play a demo of your game.
I'm definitely thinking about stamina/health and very much in line with what you are saying. It will come down to testing and seeing what feels fair and fun I think. The word here is *balance*
@@Pontypants it's very nice to hear that your thoughts on the matter are similar to mine, makes me all the more excited to play it when it's done. After I made this comment, I saw on your trello board that you are planning to work on the stamina system as part of the advanced combat system. I think it's definitely the right idea to get the basics working first and making something that's playable so you can put it out there. Perhaps you could make the parameters involved in the health and stamina system configurable, so players can play around with them and let you know what feels fun to them. I think you'll likely have to do some real play testing before releasing this game and making it easy to tweak those parameters will make life a lot easier. I don't think you'll have much trouble finding people eager to test your game considering the following you've deservedly gained over the last few months. Lastly, thank you again for taking the time to read and respond to comments, it's really cool of you. PS: have you considered starting a patreon? I have no idea how many people would be willing to support you, but you never know.
I really love your devlogs! I've been watching them the same day as they come out, afterwards I just crave more! :P Keep it up, it's super enjoyable to watch!
the punch looks pretty powerful! I like the style a lot but some ideas to make it look even more powerful would be to use his legs to step into the punch, swing his arm in a longer range of motion so his arm starting further back (like the longer you hold down a button the further back he throws from = harder punch + longer recovery time / compare to jab (short range of motion with rapid recovery for combination punches)At the moment he's got a nice in between hook that looks awesome. Keep it up. I think the most difference will be with how the hit player reacts, when the punch throws him of balance, or a KO and the legs give out, cant wait to see this project develop, you will do amazing
I'm just going to give some of my suggestions for the game (which is turning out great btw :D) - Maybe some sort of slowmotion effect when the player lands a powerful hit - Maybe particles of some sort when the character is hit Great progress on the game, can't wait to see the complete version :D
That camera shake on the hits is so satisfying 👌👌. I think having the enemy move backwards with his feet after being hit would make the hits feel more powerful too and add some more dynamic movement to the game play
This game is looking super nice so far! I think adding as much juice to hitting punches is something that's gonna make it more fun to play, so I'd suggest trying out extra effects like particles or having the punched character flash white or red for a brief moment.
Not using the IK on the hook was a very good idea... BUT that made me think, if you use the IK targeting method for the left hand for a jab I think that would look VERY good boxers often use the jab to keep an opponent at distance. having that left jab targeted like that should look amazing.. then with the free skill based right hook for follow up. Also well done! it's looking awesome!
Ideas i have for the game 1.Slowmo when the player hits a big punch. 2. A air particle when player punches 3. Powers? Like uhmm fire punch or whatever. Take any good ideas from this comment ponty! :D love ur vids i will keep watching them. ❤
Suggestion there should be things that protect you from punches like helmets Just a suggestion because it wouldn’t matter that much really, also loving the series
Just wanted to say, I am currently going into my 4th year of college in a degree of game design and simulation and love watching these amazing dev logs. I am currently working on a home project that mimics a simplistic version of Sea of Thieves but just wanted to say thanks for the inspiration and that I can't wait for your next episode. Also one thing I thought might help sell the hitting animation since yours are physics based is to add a force to the impact of the punch.
I love how you integrate parts if your regular life into these vids, it shows that all you need is devotion and perseverance to make a game and be proud of it. Also could you do things on yt stories so that we can see smaller things that you have achieved
Thank you! :D So happy you are enjoying the videos! Yes I can, probably, I know there is a sub limit before you can do stories but I think that's 10K so... YES I think so! :D
Man is this cool! I love how you put so much thought into your animation system, the results you manage to achieve are amazing! You're making me consider transitioning over to Unity from GameMaker: Studio ^_^ Can't wait to get my hands on your game :D
Pigeon refuses to fade into the comments...Pigeon knows channel growth..Pigeon will always be here, Pigeon will rise amongst other Dev channels...Pigeon will join you...You inspire Pigeon.. Pigeon will not stop giving thanks..
@@Pontypants Pigeon has noted such kind actions, Pigeon is Honored. Pigeon must keep secrets, Pigeon sees a 'ïñtrêstìñg' future..That is all.. Good winds and much bird seed. -PigeonDev
I have a couple suggestions. You can make a durability/resistence system that will work kinda like health but instead of just losing when it goes all the way down, you will be more likely to get knocked out and also the less durability you have when you are knocked the less likely it is for you to get up. The durability bar can be in like a corner or something but there can be an option to hide it so you get the full screen experience. Also i think a combo counter would be cool, not just because it encourages some very interesting and creative gameplay but there can be some sort of reward that goes hand in hand with spending in-game money on boxer shorts/gloves. Thank you for these very entertaining videos and keep up the hard work!! Just subscribed👍
Been loving your video series. I'm curious about what you do for work because I can see you could definitely take this game very far and this could always turn from a hobby to career.
Oh man this is so cool
Thanks Sam! :D
Hey Sam Hogan and also your new game on mobile the stick with it one or something like that it pisses me off, good job
hi Sam Hogan
Sam please answer my one question. Wherever I go about any Game Dev video I find your comment there. Isnt that a coincidence or you watch videos of every game developer. Answer me Sam. How ?
Cool
I think what would really sell the punch is :
1. Sound effects
2. Sweat particles when getting hit
3. Slow mo on impact
Also, mesh deformation. Although I'm not sure that's possible in Unreal.
Mesh deformations
And get rid of the slow mo idea but keep it for the final punch to make a grand finale
dani
A great way to sell the impact of a punch is to add a pause frame at the impact, the stronger the hit, the longer you keep the pause. Games like "Monster Hunter" do that all the time and it really makes you feel powerful
True and btw a big fan
shouldn't it be more of a slow-mo then a pause
but its still a good idea
Kitula Abdul Kitula you can do either way, when you add the pause frames, it’ll feel more like your fist is stuck on the opponent’s face for a split second before rapidly moving past their face (it’s like you just take sole frames out of the animation) while moving in slow motion will lay more of an emphasis on the motion of the punch including the wind-up and follow through. I’ve seen both used effectively, so it’s up to personal preference I suppose 😀
Bird up
Yeah I agree, a hit stop would be real effective!
this man just left a rolling camera and an expensive bike completely unlocked outside while he went shopping.
where I'm from that's called suicide
He do not live in USA i think tho
@Abdul Mtoro III it's vancouver, canada! People are nice here, but I personally won't leave an expensive camera lying around in the open lol
69 likes. No one ruin this
Didn’t he say he lives in Sweden
@@yackamajez no he's Swedish.
on critical hits you should add comic style effects like "pow" "bang" and stuff
Yes
Yes it would be soo cool
yes
I think that'd be really cheesy. I like the general mood right now where it's a bit more sophisticated than that.
yeah they need some sort of particles coming off, comic book bubbles could be sick or like some sort of comic book-like squiggles
Imagine his VFX skills really coming to life in this project some day. Looks awesome man!
I can see it now...
Pontypants’ Punch-Out!!
I was gonna suggest some camera shake and my mans was way ahead of me, also, this episode has %50 more pup and i'm here for that. Some sweat/blood particle sprays would be pretty sweet, juice this bad boy up! (Thanks for the vid man, you dev logs inspire the crap out of me to actually do work on my project)
Haha thanks for the kind words ^.^ So happy you are enjoying the vids! :D These kind of comments inspire me to keep making videos
Not blood.... jelly!
@@chrisweston6908 YES! Jello would be super funny!
What did we learn from this? Ponty loves to spell epic with a k.
damn right!
Love the music in this one. I was really vibing to it. 10/10
Amazing progress on the game! Looks like all you need are damage indicators and multiplayer capacity, and you already have a working version. Keep it up!
I love seeing the progress but I especially love your enthusiasm! It's very inspiring. I'm brand new to game dev and I get easily overwhelmed and discouraged. Watching your videos motivates me to keep going!
That's awesome :) That's why I make these videos :D So glad you're finding some inspiration in my videos :) Keep going and keep learning!
For super hard punches, to make it feel like they have even more impact you need to to have the game pause on a frame where the punch is hitting the opponent. An example would like what they sometimes do in anime or smash bros.
As someone that is literally at step 1 of my own personal journey into game development, I love seeing this process and your thought progression through it all.
The progress you've made has been awesome! Btw, I love the way you incorporate your lifestyle into these devlogs! I hope to try do the same for the devlogs on my channel.
Holy progress, the camera shake and animations makes the punch seem powerful and it looks super satisfying. And I agree with you about the IK system, having a few misses will make the impacts feel so much more rewarding. Good work!
It looks very satisfying.
The animation work you did really makes the punches more realistic, but once the punchy noise is added it will make the punches even more satisfying.
Damn the animations with the physics look so satisfying!
Don't know how this is all gonna end but what I can say is that it feels really pleasant how much you are polishing certain aspects that in the end will make this game have a remarkable game feel. Really nice job you're doing there.
finallyyy
yayyyyyyyyyyyyy
been wait for this dev vlog for so long
Wow. The punches look really satisfying now. Before, it looked like when you try to punch someone in a dream hahhahahha
thanks to you Pontypants this series motivate me to become a game developer too. although i dont have any idea about how it works still im trying to study it myself
Welcome! :) Yeah just start small and keep learning! It's awesome, I love it! :D
Awesome, as always great to see and hear your enthusiasm in each every progress in game. Can't wait for another episode. Stay safe
It looks super fun and cartoony I can't wait for demo
if you take too much damage ur shots falls and add animation to pull it up
Your Videos are all really good and punch a bunch is starting to come together! (I have been here since 200 subs)
Thanks for sticking with me
I really like the screen shake, camera lag, and how the boxer is reacting to being hit! Maybe you could test out how hit pauses for heavy hits feels? Also I'm not sure how Unreal handles things, but I know I had to set up a separate script to update camera effects in Unity - all other scripts just give that one parameters to use.
Yeah I'm wondering if there is some simple way in Unreal to freeze time for a couple of frames or so. That would be very handy for testing it out
Awesome Progress Man !! Wow !! Keep up the good work
GREAT!!! I WAS ABOUT TO TELL YOU TO ADD CAMERA WOBBLE TO INTENSIFY THE HITS... but later I saw that you did! You're a Genius man, keep up the good work!
That Camera lag info is exactly what i suddenly needed. Thank you kind sir.
Now to watch the rest.
Your skeleton physics are spot on and I would love to know how you got them so realistic.
Excellent work and I look forward to seeing the final result.
Thanks! :D Yeah once I really lock down the physics system I can make a video detailing what I did :)
@@PontypantsEnjoy loving your lady, that cute little furry creature and life in the meantime. Take care and greetings from South Africa.
Your videos are excellent.
Whoa!! Its looking way better with those hit animations. Loving the realistic rendering as well. Can't wait to play this :D
Underrated youtuber not gonna lie.
man you're true inspiration, keep up the good job you're doing
I still can't believe this channel doesn't have 100K subs considering the production quality of these videos!
You really improved the game a lot!! Great work, as always :)
EDIT: If you finally knock-out your opponent, you could set all muscles to zero, so your opponent kinda collapses!
Also you should add skills for your character to level up by fighting it will add a bit of randomness so the players fighting each other aren't the same strength and speed for example
Just a suggestion, you could make some boxing gloves which you could customize or each pair of gloves could come with different perks or upgrades?
anyway, really enjoy your vids
Keep it up :D
You are an amazing and awesome person, with great ideas! I love all your work and you keep me motivated to pursue my dream of becoming a game developer. You are great, in case I forgot to tell you already!
Hahah thank you so much!!!
Simon Stalenhag definitely is deserving of the semi shout out in this video. If you want to check out more of his work, see his books, 'Tales from the loop', and my favorite 'The Electric State', upon others.
The game is becoming cooler and cooler.
Man the level of hard work in this video just make me go yessssssss
Please never give up you are the best TH-camr I have ever seen this level of good content like this.
Hahah thanks so much Froggy! I will keep doing my best ^.^
Looks really good! A suggestion would be a little more body movement in the punches, a little twist from the whole body and hips
Yes, I agree 100%. A but of twist from the hips and feet will help I think
This is so cool man! Can't wait to see how this project turns out!
So great! Excellent progress! It's great to see this game really coming along. Really enjoying this series. Super inspiring!
I think the game looks awesome and I would certainly play okay
I love how casual this guy is and his life seems so chill
I love the way the muscle relaxation turned out. I think you should add a second hidden variable which controls the rate at which the muscle strength returns. And have this variable very slowly return as well. That way, the boxers will take longer to recover from consecutive hits.
This could also tie into the difference between body hits and headshots. body blows could mainly drain the secondary hidden variable, that way they don't do much direct damage, but make consequent hits harder to recover from. Punches to the head could mainly drain the primary variable (which is directly tied to the muscle strength).
The exact way these two variable should interact is difficult because there are many options. The secondary could just affect how quickly the primary one recovers as I said earlier, but it could also make fits deplete the primary one more, or lower the maximum value of the primary variable. It could also have a direct effect itself like making animations slower, or punches swing wider. The best solution would probably be a combination of all of the above. I also feel like there should be one variable in the mix which doesn't replenish at all.
Throwing a punch should also have a small impact on the secondary variable (which I suppose is stamina), that way punching away at an opponent until they fail to defend properly might actually be worse for you than for your opponent.
I'm not sure if I mentioned this before, but it would be super awesome if some of the parameters involved in all of this would be the stats of the boxer.
It would also be really cool to use IK for the legs.
That was a lot of text again, sorry about that.
Keep up the great work, I love seeing your progress and can't wait to play a demo of your game.
Thanks for the awesome suggestions!! :D
I'm definitely thinking about stamina/health and very much in line with what you are saying. It will come down to testing and seeing what feels fair and fun I think. The word here is *balance*
@@Pontypants it's very nice to hear that your thoughts on the matter are similar to mine, makes me all the more excited to play it when it's done. After I made this comment, I saw on your trello board that you are planning to work on the stamina system as part of the advanced combat system. I think it's definitely the right idea to get the basics working first and making something that's playable so you can put it out there.
Perhaps you could make the parameters involved in the health and stamina system configurable, so players can play around with them and let you know what feels fun to them.
I think you'll likely have to do some real play testing before releasing this game and making it easy to tweak those parameters will make life a lot easier. I don't think you'll have much trouble finding people eager to test your game considering the following you've deservedly gained over the last few months.
Lastly, thank you again for taking the time to read and respond to comments, it's really cool of you.
PS: have you considered starting a patreon? I have no idea how many people would be willing to support you, but you never know.
1:24 OHHHHHHH.... you were raising your desk.... Phew.. :p
lol xD
Wow this series is really fun,keep up the great work!
If you are not the best devlogger, then no one is. You are the BEST
Thank you!!
@@Pontypants I should be the one thanking you. Your series give me a lot inspiration as I want to be a future indie game dev
These devlogs are so cool! The animations are so satisfying! Can't wait to play a demo, keep up the good work!
Thank you! :D
Wow looking forward to play the demo , I'm so excited man!
Awesome the animations are so sick and the visuals of the game are ultra unique))
Probably add some vignetting and some radial blur after an opponent is stunned.
Yes absolutely, great idea!
"Super epic mode engaged" should be a thing you can activate in match that makes you over powered or big for a few seconds 😁
I really love your devlogs! I've been watching them the same day as they come out, afterwards I just crave more! :P
Keep it up, it's super enjoyable to watch!
Thanks so much :D So happy you are enjoying the videos
the punch is really satisfying ,i wonder if you did all the coding with blueprints
all blueprints so far yeah
You’re killing it with the edits man
the punch looks pretty powerful! I like the style a lot but some ideas to make it look even more powerful would be to use his legs to step into the punch, swing his arm in a longer range of motion so his arm starting further back (like the longer you hold down a button the further back he throws from = harder punch + longer recovery time / compare to jab (short range of motion with rapid recovery for combination punches)At the moment he's got a nice in between hook that looks awesome. Keep it up.
I think the most difference will be with how the hit player reacts, when the punch throws him of balance, or a KO and the legs give out, cant wait to see this project develop, you will do amazing
I'm just going to give some of my suggestions for the game (which is turning out great btw :D)
- Maybe some sort of slowmotion effect when the player lands a powerful hit
- Maybe particles of some sort when the character is hit
Great progress on the game, can't wait to see the complete version :D
Thanks a lot! :D
I love this series! Would you do a fan game review video like Jonas? I have a summation!
That camera shake on the hits is so satisfying 👌👌. I think having the enemy move backwards with his feet after being hit would make the hits feel more powerful too and add some more dynamic movement to the game play
Good video! Good mix between the game and your daily life.
Cool Man Keep going + you are awesome and I believe that this game gonna be pretty famous in the future
Love your content ❤
This game is looking super nice so far! I think adding as much juice to hitting punches is something that's gonna make it more fun to play, so I'd suggest trying out extra effects like particles or having the punched character flash white or red for a brief moment.
Can’t wait for this guy to make more things!
Love the videos man. The game is really coming along
I really like to see your proccess, keep it up man
Amazing work! Very entertaining to watch and getting some really wholesome vibes from it. You got yourself a new subscriber :D
Thank you! :D And welcome!!! ^.^
Amazing progress man! I love it.
Not using the IK on the hook was a very good idea... BUT that made me think, if you use the IK targeting method for the left hand for a jab I think that would look VERY good boxers often use the jab to keep an opponent at distance. having that left jab targeted like that should look amazing.. then with the free skill based right hook for follow up. Also well done! it's looking awesome!
I can see myself playing this for hours, great job Ponty!
I think tattoos as customization would be cool. Especially drawing your own and placing them on the character. The game looks awesome , keep it up!!
YES a new video. I know its going to be awesome
Great progress! Loving the short. I'd make it get back to its muscle state faster after getting hit. Keep it up!
For the customizations u should be able to change the color of the boxing gloves and character aswell
Bruh, dis some promising progress! Really happy to see you making these big steps! :) Good job!
I love this game development series. At the end of every episode I am sad that there isn't any more.
I wish I could make more of them quicker lol!
Ideas i have for the game
1.Slowmo when the player hits a big punch.
2. A air particle when player punches
3. Powers? Like uhmm fire punch or whatever.
Take any good ideas from this comment ponty! :D love ur vids i will keep watching them. ❤
maybe a comic style boom when a punch hits
@@K2Industries good idea! :D
Thank you! :D
Great idea!
I can't wait to play this with my friends! I will totally buy it when it comes out
Suggestion there should be things that protect you from punches like helmets Just a suggestion because it wouldn’t matter that much really, also loving the series
NICELY DONE
I think making the shorts more loose and adding physics to them would fit the game really well.
Nice work keep it up :)
Just wanted to say, I am currently going into my 4th year of college in a degree of game design and simulation and love watching these amazing dev logs. I am currently working on a home project that mimics a simplistic version of Sea of Thieves but just wanted to say thanks for the inspiration and that I can't wait for your next episode. Also one thing I thought might help sell the hitting animation since yours are physics based is to add a force to the impact of the punch.
If love to know how its been going for you 2 years later
@@milboxr9772 Hey, well honestly I haven't been able to work on my own stuff with finally graduating but hopes to get back into my projects soon! 😁
@@legacytriforce oh dang you actually responded, thanks, well good luck then
Devlog and Vlog all in one, nice video man.
I love how you integrate parts if your regular life into these vids, it shows that all you need is devotion and perseverance to make a game and be proud of it.
Also could you do things on yt stories so that we can see smaller things that you have achieved
Thank you! :D So happy you are enjoying the videos! Yes I can, probably, I know there is a sub limit before you can do stories but I think that's 10K so... YES I think so! :D
@@Pontypants looking forward to them!
You should make stamina linked to hp so when you get hit you lose stamina and if you run out of stamina you fall over and get k.o.ed /game over
Maybe when a player gets hit, a bruise or a dent appears on them.
It looks great, gonna be even more amazing when you do the Knockouts.
Man is this cool!
I love how you put so much thought into your animation system, the results you manage to achieve are amazing!
You're making me consider transitioning over to Unity from GameMaker: Studio ^_^ Can't wait to get my hands on your game :D
Its crazy youve already got 10k subs! Iv been watching you since the start of this series which i think you had abt 1k subs! Keep it up!
Yeah it's grown pretty rapidly :) Thanks for sticking with me
I can already see the boys and I doing punch a bunch tournaments.
Edit: Maybe you can add even more customization with different glove and body colors
:D Absolutely, gloves and shorts will be customizable. I'm considering adding hats... maybe
Pigeon refuses to fade into the comments...Pigeon knows channel growth..Pigeon will always be here, Pigeon will rise amongst other Dev channels...Pigeon will join you...You inspire Pigeon.. Pigeon will not stop giving thanks..
Pigeon will never be forgotten. Perhaps a pigeon will appear in the game... one day
@@Pontypants Pigeon has noted such kind actions, Pigeon is Honored. Pigeon must keep secrets, Pigeon sees a 'ïñtrêstìñg' future..That is all.. Good winds and much bird seed. -PigeonDev
Most anticipated episode
I have a couple suggestions. You can make a durability/resistence system that will work kinda like health but instead of just losing when it goes all the way down, you will be more likely to get knocked out and also the less durability you have when you are knocked the less likely it is for you to get up. The durability bar can be in like a corner or something but there can be an option to hide it so you get the full screen experience. Also i think a combo counter would be cool, not just because it encourages some very interesting and creative gameplay but there can be some sort of reward that goes hand in hand with spending in-game money on boxer shorts/gloves. Thank you for these very entertaining videos and keep up the hard work!! Just subscribed👍
Been loving your video series. I'm curious about what you do for work because I can see you could definitely take this game very far and this could always turn from a hobby to career.
WoW You don't progress quickly but you focus on details that make the game great. *Awesome!*
Ponty : uploads
Me : *YEAH BOI*
This sounds like so much fun!
You've officially spurred me to try it out!
Let's see how that goes...